Search results

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
  1. T

    NuclearCraft - A Modern Physics Mod

    I've even spawned the block in on a server using that pack and tried to force a crash and couldn't. Oh well, there are other infinite water generators so it's not too big a problem.
  2. T

    NuclearCraft - A Modern Physics Mod

    Yeh, I saw that - I asked about it on the FTB discord channel and didn't get a response, and I've never had any bug reports about it specifically on GitHub, so I'm very confused. It's very frustrating that whoever disabled it didn't let me know what the issue was...
  3. T

    NuclearCraft - A Modern Physics Mod

    I suppose the last thing an MC update should do is break previous vanilla worlds so it's nice to know they thought through that change a little more. I am sort of excited for 1.13, especially to see what people do with the new data packs. As far as modding is concerned, there's a few minor...
  4. T

    NuclearCraft - A Modern Physics Mod

    I think that it's time for an update from the horse's mouth. Firstly, I'll be back from uni in about four weeks now to get back to working on the mod full time. As well as working on the new reactors for v2.10, I plan to revamp the textures (even perhaps models) and recipes of all machines, as...
  5. T

    NuclearCraft - A Modern Physics Mod

    Ah yes, you're very welcome... it was just too tempting to add that ;)
  6. T

    NuclearCraft - A Modern Physics Mod

    No, it isn't - I was just using the wrong entry. AE2 uses 'dustNetherQuartz' while I've been using 'dustQuartz' like Actually Additions. I'll keep the latter but add the former for compatibility with AE2 recipes :)
  7. T

    NuclearCraft - A Modern Physics Mod

    Well, whatever the case, I'll make it so :)
  8. T

    NuclearCraft - A Modern Physics Mod

    The tooltips, although I agree are more clumsy than a book, should hopefully be just about enough, with a little bit of spatial awareness, to build the basic structures. As for filling fission reactors... well, that's up to the player to figure out :)
  9. T

    NuclearCraft - A Modern Physics Mod

    By default, the max a fusion reactor can produce is simply determined by the most powerful fuel combo and the maximum ring size - by default, that's a max-efficiency D-T reaction in a size-24 reactor. It comes to 1600*100*24 = 3.84 MRF/t, which is basically where you were at. Fission is a...
  10. T

    NuclearCraft - A Modern Physics Mod

    Do you think we could just make the 'new' controller what is obtained from crafting? So all of the old, previously made controllers would run using the old rules, and new controllers would use the new rules. As long as I put a warning message on the new controllers for a few versions, letting...
  11. T

    NuclearCraft - A Modern Physics Mod

    Totally missed this the first time I read your post... hmm, certainly an idea. So we would have a recipe to turn the 'legacy' controller into the new one?
  12. T

    NuclearCraft - A Modern Physics Mod

    Just vaguely wondering... instead of adding the experimental part as a configurable option, should I just release experimental builds alongside the stable builds a la IC2 back in the ~1.6 days?
  13. T

    NuclearCraft - A Modern Physics Mod

    Yeh, I remember playing with it a while back - was pretty cool. That’s basically what the graphite/beryllium moderation does but in a much simpler way (by just increasing fuel efficiency).
  14. T

    NuclearCraft - A Modern Physics Mod

    Yeh - take 'new' to mean better and 'experimental' to mean alpha. Basically, the new mechanics are only really there to do five things: Make coolers that were previously not so great more useful Prevent the exploitation of water/diamond coolers Allow for more flexible cell/graphite placement...
  15. T

    NuclearCraft - A Modern Physics Mod

    I should mention, by the way, that if you have not already built any fission reactors, have made sure they're all turned off or simply want to do some testing, then I highly recommend enabling the new fission reactor mechanics. There is also some 'experimental' reactor mechanics being added for...
  16. T

    NuclearCraft - A Modern Physics Mod

    Version 2.9 of NuclearCraft has been released! I will make a video on the new mechanics as soon as I can - it's not too different, but mainly deals with some exploits and adds a bit more flexibility to placing cells and graphite! Changelog below: + Added new OPTIONAL (disabled in config by...
  17. T

    NuclearCraft - A Modern Physics Mod

    Thanks for the kind words! With buildcraft still crawling out of limbo, uranium RTGs have become a sort of redstone engine replacement. Nice to know they are serving you well :) If you're playing with the latest NC (2.8 and above I think), fusion electromagnets now require 100 RF/t each to run...
  18. T

    NuclearCraft - A Modern Physics Mod

    The CraftTweaker bug has been fixed in 2.8b :)
  19. T

    NuclearCraft - A Modern Physics Mod

    No prob - and yes, you're not wrong.